mirror of https://github.com/ppy/osu
107 lines
3.5 KiB
C#
107 lines
3.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Resources.Localisation.Web;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Overlays.Mods
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{
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public class ModPresetPanel : ModSelectPanel, IHasCustomTooltip<ModPreset>, IHasContextMenu
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{
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public readonly Live<ModPreset> Preset;
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public override BindableBool Active { get; } = new BindableBool();
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[Resolved]
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private IDialogOverlay? dialogOverlay { get; set; }
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[Resolved]
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private Bindable<IReadOnlyList<Mod>> selectedMods { get; set; } = null!;
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private ModSettingChangeTracker? settingChangeTracker;
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public ModPresetPanel(Live<ModPreset> preset)
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{
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Preset = preset;
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Title = preset.Value.Name;
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Description = preset.Value.Description;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AccentColour = colours.Orange1;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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selectedMods.BindValueChanged(_ => selectedModsChanged(), true);
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}
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protected override void Select()
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{
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// if the preset is not active at the point of the user click, then set the mods using the preset directly, discarding any previous selections,
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// which will also have the side effect of activating the preset (see `updateActiveState()`).
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selectedMods.Value = Preset.Value.Mods.ToArray();
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}
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protected override void Deselect()
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{
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// if the preset is active when the user has clicked it, then it means that the set of active mods is exactly equal to the set of mods in the preset
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// (there are no other active mods than what the preset specifies, and the mod settings match exactly).
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// therefore it's safe to just clear selected mods, since it will have the effect of toggling the preset off.
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selectedMods.Value = Array.Empty<Mod>();
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}
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private void selectedModsChanged()
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{
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settingChangeTracker?.Dispose();
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settingChangeTracker = new ModSettingChangeTracker(selectedMods.Value);
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settingChangeTracker.SettingChanged = _ => updateActiveState();
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updateActiveState();
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}
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private void updateActiveState()
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{
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Active.Value = new HashSet<Mod>(Preset.Value.Mods).SetEquals(selectedMods.Value);
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}
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#region IHasCustomTooltip
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public ModPreset TooltipContent => Preset.Value;
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public ITooltip<ModPreset> GetCustomTooltip() => new ModPresetTooltip(ColourProvider);
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#endregion
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#region IHasContextMenu
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public MenuItem[] ContextMenuItems => new MenuItem[]
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{
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new OsuMenuItem(CommonStrings.ButtonsDelete, MenuItemType.Destructive, () => dialogOverlay?.Push(new DeleteModPresetDialog(Preset)))
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};
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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settingChangeTracker?.Dispose();
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}
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}
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}
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